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+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*
+ * This file is part of the LibreOffice project.
+ *
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/.
+ *
+ * This file incorporates work covered by the following license notice:
+ *
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed
+ * with this work for additional information regarding copyright
+ * ownership. The ASF licenses this file to you under the Apache
+ * License, Version 2.0 (the "License"); you may not use this file
+ * except in compliance with the License. You may obtain a copy of
+ * the License at http://www.apache.org/licenses/LICENSE-2.0 .
+ */
+
+#pragma once
+
+#include <sal/types.h>
+#include <basegfx/numeric/ftools.hxx>
+#include <basegfx/basegfxdllapi.h>
+#include <basegfx/tuple/Tuple3D.hxx>
+
+namespace basegfx
+{
+ class B3ITuple;
+
+ /** Base class for all Points/Vectors with three double values
+
+ This class provides all methods common to Point
+ and Vector classes which are derived from here.
+
+ @derive Use this class to implement Points or Vectors
+ which are based on three double values
+ */
+ class SAL_WARN_UNUSED BASEGFX_DLLPUBLIC B3DTuple : public Tuple3D<double>
+ {
+ public:
+ /** Create a 3D Tuple
+
+ The tuple is initialized to (0.0, 0.0, 0.0)
+ */
+ B3DTuple()
+ : Tuple3D(0.0, 0.0, 0.0)
+ {}
+
+ /** Create a 3D Tuple
+
+ @param fX
+ This parameter is used to initialize the X-coordinate
+ of the 3D Tuple.
+
+ @param fY
+ This parameter is used to initialize the Y-coordinate
+ of the 3D Tuple.
+
+ @param fZ
+ This parameter is used to initialize the Z-coordinate
+ of the 3D Tuple.
+ */
+ B3DTuple(double fX, double fY, double fZ)
+ : Tuple3D(fX, fY, fZ)
+ {}
+
+ /// Array-access to 3D Tuple
+ const double& operator[] (int nPos) const
+ {
+ // Here, normally two if(...)'s should be used. In the assumption that
+ // both double members can be accessed as an array a shortcut is used here.
+ // if(0 == nPos) return mnX; if(1 == nPos) return mnY; return mnZ;
+ return *((&mnX) + nPos);
+ }
+
+ /// Array-access to 3D Tuple
+ double& operator[] (int nPos)
+ {
+ // Here, normally two if(...)'s should be used. In the assumption that
+ // both double members can be accessed as an array a shortcut is used here.
+ // if(0 == nPos) return mnX; if(1 == nPos) return mnY; return mnZ;
+ return *((&mnX) + nPos);
+ }
+
+ // comparators with tolerance
+
+
+ bool equalZero() const
+ {
+ return (this == &getEmptyTuple() ||
+ (::basegfx::fTools::equalZero(mnX)
+ && ::basegfx::fTools::equalZero(mnY)
+ && ::basegfx::fTools::equalZero(mnZ)));
+ }
+
+ bool equal(const B3DTuple& rTup) const
+ {
+ return (
+ this == &rTup ||
+ (::basegfx::fTools::equal(mnX, rTup.mnX) &&
+ ::basegfx::fTools::equal(mnY, rTup.mnY) &&
+ ::basegfx::fTools::equal(mnZ, rTup.mnZ)));
+ }
+
+ // operators
+
+ B3DTuple operator-(void) const
+ {
+ return B3DTuple(-mnX, -mnY, -mnZ);
+ }
+
+ bool operator==(const B3DTuple& rTup) const
+ {
+ return ::basegfx::fTools::equal(mnX, rTup.mnX) &&
+ ::basegfx::fTools::equal(mnY, rTup.mnY) &&
+ ::basegfx::fTools::equal(mnZ, rTup.mnZ);
+ }
+
+ bool operator!=(const B3DTuple& rTup) const { return !operator==(rTup); }
+
+ void correctValues(const double fCompareValue = 0.0)
+ {
+ if(0.0 == fCompareValue)
+ {
+ if(::basegfx::fTools::equalZero(mnX))
+ {
+ mnX = 0.0;
+ }
+
+ if(::basegfx::fTools::equalZero(mnY))
+ {
+ mnY = 0.0;
+ }
+
+ if(::basegfx::fTools::equalZero(mnZ))
+ {
+ mnZ = 0.0;
+ }
+ }
+ else
+ {
+ if(::basegfx::fTools::equal(mnX, fCompareValue))
+ {
+ mnX = fCompareValue;
+ }
+
+ if(::basegfx::fTools::equal(mnY, fCompareValue))
+ {
+ mnY = fCompareValue;
+ }
+
+ if(::basegfx::fTools::equal(mnZ, fCompareValue))
+ {
+ mnZ = fCompareValue;
+ }
+ }
+ }
+
+ static const B3DTuple& getEmptyTuple();
+ };
+
+ // external operators
+
+
+ inline B3DTuple interpolate(const B3DTuple& rOld1, const B3DTuple& rOld2, double t)
+ {
+ if(rOld1 == rOld2)
+ {
+ return rOld1;
+ }
+ else if(0.0 >= t)
+ {
+ return rOld1;
+ }
+ else if(1.0 <= t)
+ {
+ return rOld2;
+ }
+ else
+ {
+ return B3DTuple(
+ ((rOld2.getX() - rOld1.getX()) * t) + rOld1.getX(),
+ ((rOld2.getY() - rOld1.getY()) * t) + rOld1.getY(),
+ ((rOld2.getZ() - rOld1.getZ()) * t) + rOld1.getZ());
+ }
+ }
+
+ inline B3DTuple average(const B3DTuple& rOld1, const B3DTuple& rOld2)
+ {
+ return B3DTuple(
+ rtl_math_approxEqual(rOld1.getX(), rOld2.getX()) ? rOld1.getX() : (rOld1.getX() + rOld2.getX()) * 0.5,
+ rtl_math_approxEqual(rOld1.getY(), rOld2.getY()) ? rOld1.getY() : (rOld1.getY() + rOld2.getY()) * 0.5,
+ rtl_math_approxEqual(rOld1.getZ(), rOld2.getZ()) ? rOld1.getZ() : (rOld1.getZ() + rOld2.getZ()) * 0.5);
+ }
+
+ inline B3DTuple operator+(const B3DTuple& rTupA, const B3DTuple& rTupB)
+ {
+ B3DTuple aSum(rTupA);
+ aSum += rTupB;
+ return aSum;
+ }
+
+ inline B3DTuple operator-(const B3DTuple& rTupA, const B3DTuple& rTupB)
+ {
+ B3DTuple aSub(rTupA);
+ aSub -= rTupB;
+ return aSub;
+ }
+
+ inline B3DTuple operator*(const B3DTuple& rTupA, const B3DTuple& rTupB)
+ {
+ B3DTuple aMul(rTupA);
+ aMul *= rTupB;
+ return aMul;
+ }
+
+ inline B3DTuple operator*(const B3DTuple& rTup, double t)
+ {
+ B3DTuple aNew(rTup);
+ aNew *= t;
+ return aNew;
+ }
+
+ inline B3DTuple operator/(const B3DTuple& rTup, double t)
+ {
+ B3DTuple aNew(rTup);
+ aNew /= t;
+ return aNew;
+ }
+
+ /** Round double to nearest integer for 3D tuple
+
+ @return the nearest integer for this tuple
+ */
+ BASEGFX_DLLPUBLIC B3ITuple fround(const B3DTuple& rTup);
+} // end of namespace basegfx
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */